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July 27, 2017
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Sponsored: Evolving the tech behind God of War  
by Santa Monica Studio [07.24.17]
As Santa Monica Studio takes God of War in a bold new direction, the studio shares key technological highlights that make this possible on PlayStation -- and maybe you can help.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Recruitment, Sponsored Article

Don't Miss: A look back at the development of Ori and the Blind Forest 5
by Staff [07.21.17]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Audio, Design, Programming, Production, Art, Indie

Blizzard's senior audio director Russell Brower departs studio  
by Chris Kerr [07.21.17]
After joining the World of Warcraft creator over a decade ago, Brower has worked on almost every single Blizzard release since The Burning Crusade expansion, including recent hits like Hearthstone and Diablo III.
Audio, Business/Marketing


Blog: The pros and cons of game music systems  
by Gamasutra Community [07.19.17]
In the second part of her three-part series, video game composer Winifred Phillips discusses the pros and cons of these systems, while also sharing case studies from her own projects.
Audio, Design

Blog: What we learned improvising a live game soundtrack 3
by Gamasutra Community [07.18.17]
We did a couple of live stage performances where we improvised a new soundtrack to someone playing Journey and Ori And The Blind Forest. This post explains our approach and what did and didn't work.
Audio, Design


You Are Not A Banana: A walkthrough of a Retro-style Video Game accompanied by Artist's notes  
by Brian Cullen [07.27.17]
I wrote the following paper after creating an experimental video game in a post-doc position at University of Waterloo Canada. The paper highlighted my creative aims and thought processes when designing You Are Not A Banana.
Audio, Design, Art, Indie

The Avatars Project - Postmortem  
by Conor Dalton [07.20.17]
A behavioral simulation in VR for the Psychology department at Southern Methodist University meant to train individuals to keep them safe, The Avatars Project was much needed upgrade to better benefit the community.
Audio, Design, Production, Art, Serious, VR

What we learned improvising a live game soundtrack 3
by Joost van Dongen [07.17.17]
We did a couple of live stage performances where we improvised a new soundtrack to someone playing Journey and Ori And The Blind Forest. This post shares a video compilation of the performance and explains our approach and what did and didn't work.
Audio

Video game music systems at GDC 2017: pros and cons for composers  
by Winifred Phillips [07.17.17]
In the GDC 2017 audio track, several interactive music systems were presented. In part 2 of her 3 article series, video game composer Winifred Phillips discusses the pros & cons of these systems, while also sharing case studies from her own projects.
Audio, Console/PC, Smartphone/Tablet

Video Game Deep Cuts: The 4D Cyberpunk Fire  
by Simon Carless [07.17.17]
This week's highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

5 Tips to Get Into Game Development  
by Kendra Corpier [07.10.17]
So, you're currently in high school or college and you want to get into game development. You know this is what you want to spend the rest of your life doing. So, how to you do that?
Audio, Business/Marketing, Design, Programming, Production, Art, Serious, Indie


Sony PlayStation — Bend, Oregon, United States
[07.27.17]
Senior Animation Programmer
Sony Bend Studio, the creator of Days Gone, Syphon Filter and Uncharted: Golden Abyss, is looking for top talent to join our in passionate team in creating a new AAA PlayStation 4 exclusive.

Sony PlayStation — Bend, Oregon, United States
[07.27.17]
Senior Staff Gameplay Programmer
Sony Bend Studio, the creator of Days Gone, Syphon Filter and Uncharted: Golden Abyss, is looking for top talent to join our in passionate team in creating a new AAA PlayStation 4 exclusive.

Sony PlayStation — Bend, Oregon, United States
[07.27.17]
Senior Staff FX Artist
Sony Bend Studio, the creator of Days Gone, Syphon Filter and Uncharted: Golden Abyss, is looking for top talent to join our in passionate team in creating a new AAA PlayStation 4 exclusive.

Sony PlayStation — Bend, Oregon, United States
[07.27.17]
Senior Staff Lighter
Sony Bend Studio, the creator of Syphon Filter and Uncharted: Golden Abyss, is looking for top talent to join our in passionate team in creating a new AAA PlayStation 4 exclusive.

Sony PlayStation — Bend, Oregon, United States
[07.27.17]
Senior Environment Artist
Sony Bend Studio, the creator of Days Gone, Syphon Filter and Uncharted: Golden Abyss, is looking for top talent to join our in passionate team in creating a new AAA PlayStation 4 exclusive. We are seeking a Sr. Environment Prop Artist who will contribute to the artistic vision and development of a AAA product with a specialized focus on creating environment/level assets, utilizing a combination of traditional fine art and technical art skills.

Outpost Games — Redwood City, California, United States
[07.27.17]
Sr Games Software Engineer
Sr Games Software Engineer for SOS (multiplayer/coop survival PC game)

Outpost Games — Redwood City, California, United States
[07.27.17]
Game Software Engineer
Game Software Engineer for SOS (multiplayer/coop survival PC Game)

Visual Concepts — Los Angeles, California, United States
[07.27.17]
AI Software Engineer
We are seeking software engineers with experience in game-play systems including AI behavior trees and animation control logic.

Visual Concepts — Los Angeles, California, United States
[07.27.17]
Tools Software Engineer
You’re passionate about developing deep, high quality interactive tools used by all disciplines of game development for the creation, visualization, integration, release and testing of game content. You will develop next generation tools and engines, with a focus on the interactive layer of the two. You’re experienced creating Windows-based tools used in game development including data/asset management, creation frameworks, and user interface.

Pulseworks — Smyrna, Georgia, United States
[07.27.17]
Unreal Technical Artist (VR)